[mod]rooms[git][rooms]

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cd2
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[mod]rooms[git][rooms]

by cd2 » Fri Aug 28, 2015 08:29

rooms


This is a simple map generator for minetest. It generates a really big dungeon!
The gameplay is a bit changed.
The dungeon has 3 layers:
  • wood
  • stonebrick
  • water + stonebrick
Torches will disappear if they are placed in water!

Download https://github.com/cdqwertz/rooms/archive/master.zip
Source https://github.com/cdqwertz/rooms

License: LGPL 2.1 or later

Dependencies: default

Report bugs or request help on the forum topic.



+ Screenshots


+ made by
Attachments
screenshot_1936702589.png
wood layer and stonebrick layer
(187.85 KiB) Not downloaded yet
screenshot_873286971.png
wood layer
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Last edited by cd2 on Tue Feb 02, 2016 12:31, edited 6 times in total.
 

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Re: [mod]rooms[git][rooms]

by Inocudom » Sat Aug 29, 2015 21:50

Well, this is a very interesting concept for a map generator. Show this to Hybrid Dog sometime.
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Re: [mod]rooms[git][rooms]

by Dragonop » Sat Aug 29, 2015 22:45

It would be cool to maintain the surface, and start this mapgen at -5 or something like that.
 

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Re: [mod]rooms[git][rooms]

by cd2 » Sun Aug 30, 2015 07:19

thank you for this feedback
Dragonop : yea, that is a great idea, I will add this :D
 

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Re: [mod]rooms[git][rooms]

by cd2 » Tue Sep 01, 2015 08:51

Dragonop wrote:It would be cool to maintain the surface, and start this mapgen at -5 or something like that.

I added this now!
Its enable by default, so you need to choose a mpgen like v6 (not singlenode!!!)
If you want to disable it, you need to change the first line in init.lua of mpgen to
Code: Select all
local cave_rooms = false
 

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Re: [mod]rooms[git][rooms]

by Dragonop » Fri Sep 04, 2015 02:41

Yes! Thanks cd2! I will test it with goblins mod and see what happends.
 

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Re: [mod]rooms[git][rooms]

by cd2 » Fri Sep 04, 2015 16:51

Minetestforfun wrote:wow great idea, i'm sure it will be used for amazing subgame :)

Thank you!

just post more feedback and ideas :D
 

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Re: [mod]rooms[git][rooms]

by Dragonop » Sat Sep 05, 2015 15:03

Awesome. You should really test rooms+valleys_mapgen
 

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Re: [mod]rooms[git][rooms]

by BobbyBonsaimind » Sat Sep 05, 2015 18:14

I like it.

When I started out with Minetest I had such a similar idea in my head, you could create a "Cube" like world, though, it never passed the "that would be neat" stage in my mind.
 

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Re: [mod]rooms[git][rooms]

by duane » Sun Sep 06, 2015 03:31

cd2 wrote:
Dragonop wrote:It would be cool to maintain the surface, and start this mapgen at -5 or something like that.

I added this now!


Planet-sized dungeons! I like it.

Awesome. You should really test rooms+valleys_mapgen


This would have issues. When vmg runs, it writes over every world block, so if it gets loaded last (and it does for me), nothing else using voxelmanip (such as caverealms and rooms) gets a say in. They still use cpu time, but accomplish nothing.

I'm trying to think of a way around this that doesn't involve rewriting vmg in C as a real mapgen, but there are problems with every other method I've hit on.
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Re: [mod]rooms[git][rooms]

by cd2 » Sun Sep 06, 2015 07:22

Thank you for your feedback!
HybridDog made some changes in the code now:
  • added desert stone
  • added jungle wood
 

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Re: [mod]rooms[git][rooms]

by cd2 » Thu Sep 17, 2015 13:40

Do you have any ideas for this project? - just post them!
 

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Re: [mod]rooms[git][rooms]

by eduardomezencio » Fri Sep 18, 2015 16:21

cd2 wrote:Do you have any ideas for this project? - just post them!


My thoughts:

- Great idea!

- Everytime I generate a world with your mod (using v6 as you recommended) most of the rooms are flooded by water and this is kinda annoying..
Edit2: I fell a little dumb now that I read the op again and notice that the water is part of the idea... but I still find it annoying :p

- I don't think ores should generate in the walls. I have 2 suggestions about this.. 1- Leave some random-shaped chunks of natural generated underground. 3d perlin noise would make this easily. 2- Add a separate mod in your modpack to generate chests with stuff.
Edit: just to make it clear, the objective of these 2 ideas is to make so that that player can still collect resources even if they don't generate on the walls. But in any circumstances I think they can make the map a little more fun.

I may experiment a little modding your mod when I have time.
 

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Re: [mod]rooms[git][rooms]

by cd2 » Sat Sep 19, 2015 07:25

eduardomezencio wrote:
cd2 wrote:Do you have any ideas for this project? - just post them!


My thoughts:

- Great idea!

- Everytime I generate a world with your mod (using v6 as you recommended) most of the rooms are flooded by water and this is kinda annoying..
Edit2: I fell a little dumb now that I read the op again and notice that the water is part of the idea... but I still find it annoying :p

- I don't think ores should generate in the walls. I have 2 suggestions about this.. 1- Leave some random-shaped chunks of natural generated underground. 3d perlin noise would make this easily. 2- Add a separate mod in your modpack to generate chests with stuff.
Edit: just to make it clear, the objective of these 2 ideas is to make so that that player can still collect resources even if they don't generate on the walls. But in any circumstances I think they can make the map a little more fun.

I may experiment a little modding your mod when I have time.


thank you :D
I am going to add these things :D
 

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Re: [mod]rooms[git][rooms]

by slemon » Tue Jan 12, 2016 00:07

Nice mod!
I have something similar implemented in this: https://github.com/slemonide/gridgen
If you will go below 30 from the surface, you'll see the dungeons.
 

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Re: [mod]rooms[git][rooms]

by cd2 » Tue Jan 12, 2016 18:05

slemon wrote:Nice mod!
I have something similar implemented in this: https://github.com/slemonide/gridgen
If you will go below 30 from the surface, you'll see the dungeons.

Thank you :D
 

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